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Chalmers, D. J. (2022). Reality+: Virtual worlds and the problems of philosophy. New York: W. W. Norton & Company. |
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Garner, T. A., & Grimshaw, M. (2014). Sonic virtuality: Understanding audio in a virtual world. In M. Grimshaw (Ed.), The Oxford Handbook of Virtuality (pp. 364–377). New York: Oxford University Press. |
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Garner, T. A. (2019). Bridging the other-real: Video game sound and the imagination. In M. Grimshaw-Aagaard, M. Walther-Hansen & M. Knakkergaard (Eds), The Oxford Handbook of Sound and Imagination Vol. 1, (pp. 789–808). New York: Oxford University Press. |
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Grimshaw-Aagaard, M. (2024). Video game sound design and the fetish of realism. In W. Gibbons & M. Grimshaw-Aagaard (Eds), The Oxford Handbook of Video Game Music and Sound (pp. 861–874). New York: Oxford University Press. |
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Knakkergaard, M. (2014). The music that’s not there. In M. Grimshaw (Ed.), The Oxford Handbook of Virtuality (pp. 392–404). New York: Oxford University Press. |
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Latour, B. The powers of fac similes: A turing test on science and literature. Retrieved July 14, 2006, from http://www.ensmp.fr/~la ... %20TURING.html#_ftnref6 |
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Law, C. Urban Terror! GameSpy, Retrieved June 2, 2006, from http://archive.gamespy. ... ghts/urbanterror_a.shtm |
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Lévy, P. (1998). Becoming virtual: Reality in the digital age. R. Bononno, Trans. London: Plenum Trade. |
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Mantovani, G., & Riva, G. (1999). "Real" presence: How different ontologies generate different criteria for presence, telepresence, and virtual presence. Presence: Teleoperators and Virtual Environments, 8(5), 540–550. |
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